void-packages/srcpkgs/renderdoc/patches/101dbda8c34888bf2051c3c257d...

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From 101dbda8c34888bf2051c3c257da3a1702705ef9 Mon Sep 17 00:00:00 2001
From: baldurk <baldurk@baldurk.org>
Date: Tue, 18 Oct 2022 10:21:04 +0100
Subject: [PATCH] Handle GL hooks called during replay from injected code. Refs
#2752
---
renderdoc/driver/gl/egl_hooks.cpp | 9 ++++++-
renderdoc/driver/gl/gl_hooks.cpp | 43 +++++++++++++++++++------------
renderdoc/driver/gl/glx_hooks.cpp | 20 ++++++++++++--
3 files changed, 52 insertions(+), 20 deletions(-)
diff --git a/renderdoc/driver/gl/egl_hooks.cpp b/renderdoc/driver/gl/egl_hooks.cpp
index a3aa0cfc2a..09e69c0079 100644
--- a/renderdoc/driver/gl/egl_hooks.cpp
+++ b/renderdoc/driver/gl/egl_hooks.cpp
@@ -447,9 +447,16 @@ HOOK_EXPORT EGLBoolean EGLAPIENTRY eglMakeCurrent_renderdoc_hooked(EGLDisplay di
{
if(RenderDoc::Inst().IsReplayApp())
{
- if(!EGL.MakeCurrent)
+ if(!EGL.MakeCurrent || !EGL.GetProcAddress)
EGL.PopulateForReplay();
+ // populate GL function pointers now in case linked functions are called
+ if(EGL.GetProcAddress)
+ {
+ GL.PopulateWithCallback(
+ [](const char *funcName) -> void * { return (void *)EGL.GetProcAddress(funcName); });
+ }
+
return EGL.MakeCurrent(display, draw, read, ctx);
}
diff --git a/renderdoc/driver/gl/gl_hooks.cpp b/renderdoc/driver/gl/gl_hooks.cpp
index 369f924bea..7e5a0ac073 100644
--- a/renderdoc/driver/gl/gl_hooks.cpp
+++ b/renderdoc/driver/gl/gl_hooks.cpp
@@ -124,7 +124,6 @@ void DisableGLHooks()
glhook.enabled = false;
}
-#if ENABLED(RDOC_WIN32) || ENABLED(RDOC_APPLE) || ENABLED(RDOC_SWITCH)
template <typename ret_type>
ret_type default_ret()
{
@@ -136,24 +135,34 @@ void default_ret()
{
}
-// if we were injected and aren't ready to capture, skip out and call the real function
-#define UNINIT_CALL(function, ...) \
- if(!glhook.enabled) \
- { \
- if(GL.function == NULL) \
- { \
- RDCERR("No function pointer for '%s' while uninitialised!", STRINGIZE(function)); \
- return default_ret<decltype(GL.function(__VA_ARGS__))>(); \
- } \
- return GL.function(__VA_ARGS__); \
- }
-
-#else
+template <>
+const char *default_ret()
+{
+ return "";
+}
-// nothing to do - we always assume we are ready to capture
-#define UNINIT_CALL(function, ...)
+template <>
+const GLubyte *default_ret()
+{
+ return (const GLubyte *)"";
+}
-#endif
+// on windows we can be injected and not ready to capture when we intercept a GL call. If that
+// happens we need to skip and call the real function
+
+// on linux some systems inject external code into Qt which initialises GL behind our back. If this
+// calls glXGetProcAddress it will get the real function pointers, but if it links against GL it
+// will get routed here via our public exported symbols so we try to call the real function
+#define UNINIT_CALL(function, ...) \
+ if(!glhook.enabled) \
+ { \
+ if(GL.function == NULL) \
+ { \
+ RDCERR("No function pointer for '%s' while doing replay fallback!", STRINGIZE(function)); \
+ return default_ret<decltype(GL.function(__VA_ARGS__))>(); \
+ } \
+ return GL.function(__VA_ARGS__); \
+ }
DefineSupportedHooks();
DefineUnsupportedHooks();
diff --git a/renderdoc/driver/gl/glx_hooks.cpp b/renderdoc/driver/gl/glx_hooks.cpp
index 5030fe8dfb..5bf2202eca 100644
--- a/renderdoc/driver/gl/glx_hooks.cpp
+++ b/renderdoc/driver/gl/glx_hooks.cpp
@@ -353,9 +353,17 @@ HOOK_EXPORT Bool glXMakeCurrent_renderdoc_hooked(Display *dpy, GLXDrawable drawa
{
if(RenderDoc::Inst().IsReplayApp())
{
- if(!GLX.glXMakeCurrent)
+ if(!GLX.glXMakeCurrent || !GLX.glXGetProcAddress)
GLX.PopulateForReplay();
+ // populate GL function pointers now in case linked functions are called
+ if(GLX.glXGetProcAddress)
+ {
+ GL.PopulateWithCallback([](const char *funcName) -> void * {
+ return (void *)GLX.glXGetProcAddress((const GLubyte *)funcName);
+ });
+ }
+
return GLX.glXMakeCurrent(dpy, drawable, ctx);
}
@@ -425,9 +433,17 @@ HOOK_EXPORT Bool glXMakeContextCurrent_renderdoc_hooked(Display *dpy, GLXDrawabl
{
if(RenderDoc::Inst().IsReplayApp())
{
- if(!GLX.glXMakeContextCurrent)
+ if(!GLX.glXMakeContextCurrent || !GLX.glXGetProcAddress)
GLX.PopulateForReplay();
+ // populate GL function pointers now in case linked functions are called
+ if(GLX.glXGetProcAddress)
+ {
+ GL.PopulateWithCallback([](const char *funcName) -> void * {
+ return (void *)GLX.glXGetProcAddress((const GLubyte *)funcName);
+ });
+ }
+
return GLX.glXMakeContextCurrent(dpy, draw, read, ctx);
}